/Engine/Source/Runtime/Engine/Classes/Components/SkeletalMeshComponent.h
Accumulate AddPhysicsBlendWeight to physics blendweight for all of the bones below passed in bone to be simulated
void AccumulateAllBodiesBelowPhysicsBlendWeight ( const [FName](API\Runtime\Core\UObject\FName) & InBoneName, float AddPhysicsBlendWeight, bool bSkipCustomPhysicsType )